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March 31st, 2010, 10:03 PM
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General
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Join Date: Apr 2005
Posts: 3,327
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Thanked 133 Times in 117 Posts
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Re: Guide to communions
Where top here is as shown in the Army Setup screen, which is determined by unit ID.
Not position on the battlefield.
In battle, spells are cast in Unit Id order. Communion Slaves can cast if no Communion Master has already cast this round. So, if you're trying to put together a reverse communion (Masters casting path boosters so all the slaves get boosted and can spam spells) make sure the Masters are last.
If you're just trying to boost a couple of Masters to cast big spells, then order doesn't matter.
As several people have said, there is only one communion. All masters share all slaves. This is a good thing.
Mystics are generally good for reverse communions, since you can easily get +1S+2E+2F+1W and 4 reinvig on your slaves.
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April 1st, 2010, 12:13 AM
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Lieutenant Colonel
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Join Date: May 2008
Location: Kansas City, MO
Posts: 1,460
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Re: Guide to communions
OK, Thanks...I am 1/2 way there.
All slaves are with all masters....THAT was a big revelation.
Now (this may sound stupid) you said that slaves have to cast first because once a master casts slaves can not cast that round. And (this is the part I am having trouble with) Unit ID controls who casts first...How do I know unit ID so I can set my CM so they don't cast first.
Am I really missing something this easy?
BTW, Thanks for taking the time guys!!
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April 1st, 2010, 12:40 AM
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Captain
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Join Date: Nov 2004
Location: Finland
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Re: Guide to communions
In the Army setup window (where you script orders for your commanders and regiments) the units at top have the smallest unit ID and those at bottom have the highest unit ID. Hence the phrase "mages on top cast first" 
__________________
There are three kinds of people: Those who can count and those who can not.
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April 1st, 2010, 08:38 AM
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Lieutenant Colonel
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Join Date: May 2008
Location: Kansas City, MO
Posts: 1,460
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Re: Guide to communions
OK...LOL, seems one answer brings 2 questions. Sorry guys I never played SP, I just jumped in and took my lumps.
So obviously I want the bottom 3 commanders (out of my fictional 3 communions) to be the CM and the top 24 mystics to be the CS.
But it seems I would also want my CM (bottom 3 units in the order) to have the most paths as all the other CS get those paths whether they have them or not. If this is correct you would think there would be a way to move the units around so the 3 on the bottom that you want to make your CM are the ones with the most paths.
Is there a way to do it or is it just luck of the draw?
Thanks...after this answer I think I will have to test and mess around with it some, seems my brain is full ( and no..it doesn't take much jokes!!  )
Thanks agian Guys!!
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April 1st, 2010, 08:54 AM
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General
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Join Date: Oct 2007
Posts: 3,007
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Re: Guide to communions
It's all luck of the draw there. Your options are then to not use the some slaves that are placed poorly, use them anyway but without them able to cast, or give the masters some sort of ranged weapon and set them to "fire" commands at the end of your script.
__________________
"Easy-slay(TM) is a whole new way of marketing violence. It cuts down on all the red tape and just butchers people. As a long-time savagery enthusiast myself, I'm very excited about the synergies that the easy-slay(TM) approach brings to the entire enterprise." -Dr DrP
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April 1st, 2010, 09:05 AM
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Lieutenant Colonel
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Join Date: May 2008
Location: Kansas City, MO
Posts: 1,460
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Re: Guide to communions
Hmmmm, so if you have 3 really bad units at the bottom you might want to go with 18 slaves instead of 24 and leave those last three out so you have a better communion...correct?
Ok, I was writing this as thejeff was posting...as long as the answer to THIS question is yes, then I think I have a handle (as small as it may be) on communions and can read the guide agian with some knowledge...
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April 1st, 2010, 09:14 AM
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General
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Join Date: Oct 2007
Posts: 3,007
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Re: Guide to communions
It wouldn't actually make the communion better per say to leave them out, no. They just wouldn't be able to actually contribute anything by casting spells, so you may not consider them necessary to bring along.
__________________
"Easy-slay(TM) is a whole new way of marketing violence. It cuts down on all the red tape and just butchers people. As a long-time savagery enthusiast myself, I'm very excited about the synergies that the easy-slay(TM) approach brings to the entire enterprise." -Dr DrP
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